[Mesa-dev] r600g: status of my work on the shader optimization
Vadim Girlin
vadimgirlin at gmail.com
Wed Feb 13 18:04:57 PST 2013
Hi,
Last month I finally found the time to work on the rewrite of my
previous shader optimization branch, now it's mostly done in terms of
the correctness of produced code and feature support (at least on
evergreen), though it's still a work in progress in terms of the
efficiency of generated shader code and the efficiency of the backend
itself.
I spent some time last year studying the LLVM infrastructure and R600
LLVM backend and trying to improve it, but after all I came to the
conclusion that for me it might be easier to implement all that I wanted
in the custom backend. This allows for more simple and efficient
implementation - e.g. I don't have to deal with CFGs because in fact we
have structured code, so it's possible to use more simple and efficient
algorithms.
Currently the branch has no regressions with piglit's quick-driver.tests
on evergreen (it doesn't rely on the fallback to unoptimized code for
the shaders with relative addressing and other cases unlike the previous
branch), and so far I don't see any rendering issues with the apps that
I used for testing - Lightsmark 2008, Unigine Heaven 3.0 and some
others. There are also some performance improvements with the gpu-bound
apps.
I tried to keep in mind the differences between chip classes, so I hope
it should only require minor fixes to make it work on non-evergreen
chips, but I doubt that it will work out of the box - support for some
non-evergreen hw-specific features is still missing, e.g. I'm sure that
indirect addressing currently won't work on R6xx, though basic tests
might work in theory. Fixing this shouldn't require a lot of work though.
The branch can be found in my freedesktop repo:
http://cgit.freedesktop.org/~vadimg/mesa/log/?h=r600-sb
Regarding the differences from the previous branch - there are some
additional optimizations, e.g. global value numbering with some basic
support for constant folding (not all instructions are currently
handled, but it's easy to extend), global code motion that can hoist
invariant code out of the loops etc. Some optimizations that were
implemented in the previous branch are not implemented in the new branch
(yet), e.g. propagation of modifiers (I'm not even sure if it has any
noticeable effect on performance).
Unlike the previous branch, there is support for indirect addressing on
registers - currently it uses my previously posted patch (that was not
very welcome) for obtaining the information about addressable register
ranges, but it's not required and can be dropped, I just used that patch
for testing. Without that information opportunities for optimization are
limited though, and perhaps it makes sense to not try to optimize the
shaders with indirect gpr addressing at all and rely on the old backend
until we'll have the proper solution to pass that information to the
drivers.
There is also initial support for ALU predication, but it's not complete
and currently unused, I'm not sure if predication support will have
significant effect on performance that will justify more complex and
expensive algorithms for register allocator and scheduler, probably I'll
look into it later, I consider this as a low priority. In the case of
predicated source code (from LLVM backend) the predication is eliminated
using speculative execution and conditional moves, same as with the
simple if-conversion pass that is also implemented.
The branch currently uses as source the bytecode built by the old
backend (that may also come from LLVM backend) and some additional
information (about inputs etc), final bytecode is built by the new
builder in the branch. Building two versions of the bytecode doesn't
look very efficient, but currently it simplifies debugging. I'm planning
to implement translation from TGSI directly to my representation, it
should simplify the translator and allow to get rid of unnecessary
intermediate passes.
Some old and new environment variables can be used to control the
behavior of this backend:
R600_SB - 0 - disable new backend completely, 1 - enable (default)
R600_SB_USE_NEW_BYTECODE - 0 - disable use of the produced bytecode
(useful if you only want to look at the dump of the optimized shader
without passing it to hw), 1 - enable (default)
R600_DUMP_SHADERS - will also dump the dissasemble of the optimized
shader after original bytecode (if backend is not disabled with R600_SB=0).
Produced shader code is not ideal - e.g. you may notice not very
necessary MOVs inserted before DOT4 instructions, it's a known issue and
I'm going to look into it - this may require rework of the
regalloc/scheduler. I had to sacrifice some features to make it work
correctly with Heaven first, so that now I can try to improve it while
being able to test for regressions.
Also probably there are some issues with the cleanness of the code - I
had to rework some parts a few times while fixing all problems, so there
is possibly unused code and other remnants of the previous versions.
Anyway, I still consider it as a work in progress and some things are
going to be reworked.
I'm not sure what will be the destiny of this branch, taking into
account that we also have actively developed LLVM backend that is
required for OpenCL anyway. Your opinions are welcome.
Vadim
More information about the mesa-dev
mailing list